Quick Reference
Exploration
- “Exploration turns” last ten times longer than combat turns.
- Each character takes a single complex action or two simple actions during a turn (e.g., one attack or two moves).
Light Source |
Distance |
Duration |
Candle |
10′ radius |
6 turns |
Torch |
40′ radius |
6 turns |
Lantern |
30′ radius |
24 turns |
Bullseye Lantern |
80′ cone |
24 turns |
Encounters
- Surprise? Base chance of 1–2 in 6. Roll for both sides.
- Encounter distance (if not dictated by environment) is the sum of surprise rolls × 10′.
- Anyone surprised stands frozen for a turn. Anyone not surprised declares an action:
- Evasion (referee asks: “Do you run away?”)
- Fire missiles
- Close to melee
- Parley
- Other
- Check monster (re)action with any situational modifiers
- Roll initiative (d6 per side)
- Repeat each turn as appropriate:
- Check morale of non-player characters, hirelings, monsters
- Missile fire
- Melee
Monster (Re)actions
Monster reactions may be modified by the situation, rumors about the player characters, bribes, player character charisma, allegiances or antipathies with other dungeon factions, etc.
2d6 |
Monster (Re)action |
2–6 |
Hostile — immediate attack! |
7–9 |
Uncertain, wait and see (possibly receptive to bribes), or ignore PC’s |
10–12 |
Positive, possibly even helpful |
Morale
- The referee decides when to check morale (e.g., after the first death).
- The referee rolls 2d6 to test morale.
- A result of 6+ means they stay in the fight.
- Remember to add the loyalty modifier when checking morale for henchmen.
Henchman Loyalty Score |
Morale Check Modifier |
3 or less |
Malcontent. Desertion or betrayal inevitable. |
4–5 |
-2 |
6–8 |
-1 |
9–12 |
0 |
13–15 |
+1 |
16–17 |
+2 |
18+ |
Always stalwart. Morale never waivers. |
Attack Bonus
Level |
Fighters |
Monsters |
Clerics, Magic-Users, Elves |
1 |
+2 |
+1 |
+1 |
2 |
+3 |
+2 |
+1 |
3 |
+4 |
+3 |
+1 |
4 |
+5 |
+4 |
+2 |
5 |
+6 |
+5 |
+2 |
6 |
+7 |
+6 |
+2 |
7 |
+8 |
+7 |
+3 |
8 |
+9 |
+8 |
+3 |
9+ |
+10 |
+9 |
+3 |
Damage
- Most weapons do 1d6 damage on a successful hit.
- A fighter wielding a martial weapon, such as a longsword, does 1d8 damage.
- A fighter with a two-handed weapon, such as a polearm, deals 1d10 damage.
- A fighter wielding two weapons also makes one attack roll for d10 damage.
Death
At <= 0 hp roll Death or Dismemberment (d12 - hit point deficit).
d12 |
Death or Dismemberment Result |
<=1 |
Save or die. Success leaves the character unconscious at 0 hp. |
2 |
Leg lopped away. Character stabilizes at 1 hp. |
3 |
Arm chopped off. Character stabilizes at 1 hp. |
4 |
Hand severed. Character stabilizes at 1 hp. |
5 |
Nose snipped off. Character stabilizes at 1 hp. |
6–7 |
Eye plucked out. Character stabilizes at 1 hp. |
8–9 |
Ear cut off. Character stabilizes at 1 hp. |
10–12 |
Finger lost. Character stabilizes at 1 hp. |
Re-roll if already fully dismembered in the way described.
Armor, Encumbrance, Wandering Monsters
- Armor is the primary factor for encumbrance and movement.
- Hauling something bulky or heavy, drops movement to the next lower movement tier.
- Every 400 coins of treasure carried drops movement by one tier.
Armor |
AC |
Movement Rate |
Wandering Monster Odds |
Naked |
10 |
180′ |
1 in 6 |
Shield only |
11 |
180′ |
1 in 6 |
Leather armor |
12 |
120′ |
2 in 6 |
Leather & shield |
13 |
120′ |
2 in 6 |
Chain mail |
15 |
90′ |
3 in 6 |
Chain & shield |
16 |
90′ |
3 in 6 |
Plate mail |
18 |
60′ |
4 in 6 |
Plate & shield |
19 |
60′ |
4 in 6 |
+Encumbered |
|
30′ |
5 in 6 |
Armor Class Conversion
Ascending AC |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
Descending AC |
10 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
Evasion and Pursuit
Players chasing monsters:
- Faster player characters always overtake slower monsters.
- Faster monsters always escape slower characters.
Monsters chasing players:
- Monsters chase fleeing characters on a “hostile” result on the Monster (Re)actions table.
- Monsters never catch fleeing adventurers.
- Characters wind up 1–3 moves from where the chase began, at a place picked by the referee.
- When evading slower monsters, players chose the cardinal direction where the chase ends.
- When evading faster monsters, the referee rolls rolls the cardinal direction in secret, and the players must reorient themselves.
Saving Throws
To make a save, the target must equal or exceed its saving throw score with a d20 roll.
Level/HD |
Saving Throw |
1–3 |
14 |
4–7 |
12 |
8–11 |
9 |
12+ |
6 |
Ability Score Bonuses
Score |
Modifier |
3 |
-3 |
4–5 |
-2 |
6–8 |
-1 |
9–12 |
0 |
13–15 |
+1 |
16–17 |
+2 |
18 |
+3 |
Class Abilities
- A cleric may swap out any prepared spell for a Turn Undead or Cure Light Wounds spell at any point during play.
- Elves ignore aging and fear effects, Sleep, Charm, Hold, and ghoul paralysis.
- Dwarves make saving throws with a +4 bonus.
- Dwarves know about stonework, gems, engineering, and metalwork.
- On 1–2 in 6, dwarves notice secret doors simply by passing near them.